Direct3D Mesh Shaders

Discussion in 'Rendering Technology and APIs' started by DmitryKo, Jul 1, 2019.

  1. trinibwoy

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    Nice we can party like it’s 1999!

    It took 20 years to come full circle. Crazy. I assume it’s because early GPUs didn’t have the storage or processing power to accept the full scene geometry and culling was left up to the CPU.
     
  2. PSman1700

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    Maybe hardware wasn't really ready for it but it is now?
     
  3. oscarbg

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    Test new NV 440.23 driver on Turing on Windows insider 18970 with D3D12CheckFeatureSupport maybe it's enabled already?
     
  4. 3dcgi

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    Did the vector unit operate on work groups and have local memory?
     
  5. chris1515

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    Work probably differently but have the same function and it looks like it is a relief for developer.











    And the other answer shows they are happy to go back to square one. A more exact term would be Mesh shading is an evolution of PS2 VU...

    They would probably have been more happy to improve from the PS2 VU idea...:wink4:
     
    #25 chris1515, Sep 2, 2019
    Last edited: Sep 2, 2019
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  6. PSman1700

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    Even though GS was a misstake, it didn't stop the PS2's huge success with the weakest hw.
     
  7. 3dcgi

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    Based on the prior tweets I think GS meant Geometry Shader though when used while discussing PS2 I can see your interpretation.
     
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  8. milk

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    Next step is Vulkan/DX including an Emotion Shader stage so nothing is left behind.
     
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  9. Ethatron

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    Fixed it for ya. :)
     
  10. 3dcgi

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    AMD has an ES stage when GS is used.
     
  11. Ethatron

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    Was about time to get fixed function support for reprojection. ;)
     
  12. jlippo

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    #32 jlippo, Sep 10, 2019
    Last edited: Sep 10, 2019
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  13. DmitryKo

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    #33 DmitryKo, Sep 11, 2019
    Last edited: Sep 11, 2019
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  14. chris1515

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    Interesting and read the other tweet about it Mesh shader against compute shader

    Advantage Mesh shader because compute shader need a pretty big intermediate memory buffer.
     
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  15. DmitryKo

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